Jump to content

Recommended Posts

Posted (edited)

I'm rendering minecraft to an FBO, from the perspective of a camera block. So far, almost everything works, except for a weird rendering bug. While the camera is rendering to the FBO, my menu does not disappear and the vignette seems to stack until it's a black circle. See vignette_mc.jpg

vignette_mc.jpg

 

Code: 

Spoiler

	@SubscribeEvent
	public void onTick(TickEvent.RenderTickEvent event) {
		if (event.phase.equals(TickEvent.Phase.END))
			return;
		
		if(mc.inGameHasFocus) {
			//System.out.println("wg");
			for(int i = 0; i < CameraMod.cameras.size(); i++) {
				EntityCamera entity = CameraMod.cameras.get(i);
				GameSettings settings = mc.gameSettings;
				RenderGlobal rRender = mc.renderGlobal;
				Entity rEntity = mc.getRenderViewEntity();
				int rWidth = mc.displayWidth;
				int rHeight = mc.displayHeight;
				float rFov = settings.fovSetting;
				int r3PV = settings.thirdPersonView;
				boolean rGui = settings.hideGUI;
				int rMip = settings.mipmapLevels;
				
				//mc.renderGlobal = camRenderGlobal;
				mc.setRenderViewEntity(entity);
				settings.fovSetting = 80f;
				settings.thirdPersonView = 0;
				settings.hideGUI = true;
				settings.mipmapLevels = 3;
				mc.displayWidth = imgSize;
				mc.displayHeight = imgSize;

				int fps = Math.max(30, settings.limitFramerate);
				fbo.bindFrameBuffer();
				EntityRenderer er = mc.entityRenderer;
				er.renderWorld(event.renderTickTime, renderEndNanoTime + (1000000000 / fps));
				fbo.unbindFrameBuffer();
				
				renderEndNanoTime = System.nanoTime();
				
				settings.fovSetting = rFov;
				settings.thirdPersonView = r3PV;
				settings.hideGUI = rGui;
				settings.mipmapLevels = rMip;
				mc.renderGlobal = rRender;
				mc.setRenderViewEntity(rEntity);
				mc.displayWidth = rWidth;
				mc.displayHeight = rHeight;
			}
		}
	}

 

 

 

Edited by deerangle
solved
Posted

uh

 

Code?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)

I know that It has to do with the FBO. when I remove the BindFBO stuff, it doesn't freeze. FBO code: 

package com.deerangle.camera;

import java.nio.ByteBuffer;

import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL21;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GL31;
import org.lwjgl.opengl.GL32;
import org.lwjgl.opengl.GL33;
import org.lwjgl.opengl.GL40;
import org.lwjgl.opengl.GL42;

public class CameraFBO {

	public static final int NONE = 0;
	public static final int DEPTH_TEXTURE = 1;
	public static final int DEPTH_RENDER_BUFFER = 2;

	private final int width;
	private final int height;

	private int frameBuffer;

	private int colourTexture;
	private int depthTexture;

	private int depthBuffer;
	private int colourBuffer;

	/**
     * Creates an FBO of a specified width and height, with the desired type of
     * depth buffer attachment.
     * 
     * @param width
     *            - the width of the FBO.
     * @param height
     *            - the height of the FBO.
     * @param depthBufferType
     *            - an int indicating the type of depth buffer attachment that
     *            this FBO should use.
     */
    public CameraFBO(int width, int height, int depthBufferType) {
        this.width = width;
        this.height = height;
        initialiseFrameBuffer(depthBufferType);
    }

	/**
	 * Deletes the frame buffer and its attachments when the game closes.
	 */
	public void cleanUp() {
		GL30.glDeleteFramebuffers(frameBuffer);
		GL11.glDeleteTextures(colourTexture);
		GL11.glDeleteTextures(depthTexture);
		GL30.glDeleteRenderbuffers(depthBuffer);
		GL30.glDeleteRenderbuffers(colourBuffer);
	}

	/**
	 * Binds the frame buffer, setting it as the current render target. Anything
	 * rendered after this will be rendered to this FBO, and not to the screen.
	 */
	public void bindFrameBuffer() {
		GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, frameBuffer);
		GL11.glViewport(0, 0, width, height);
	}

	/**
	 * Unbinds the frame buffer, setting the default frame buffer as the current
	 * render target. Anything rendered after this will be rendered to the screen,
	 * and not this FBO.
	 */
	public void unbindFrameBuffer() {
		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
		GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
	}

	/**
	 * Binds the current FBO to be read from (not used in tutorial 43).
	 */
	public void bindToRead() {
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
		GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, frameBuffer);
		GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0);
	}

	/**
	 * @return The ID of the texture containing the colour buffer of the FBO.
	 */
	public int getColourTexture() {
		return colourTexture;
	}

	/**
	 * @return The texture containing the FBOs depth buffer.
	 */
	public int getDepthTexture() {
		return depthTexture;
	}

	/**
	 * Creates the FBO along with a colour buffer texture attachment, and possibly a
	 * depth buffer.
	 * 
	 * @param type
	 *            - the type of depth buffer attachment to be attached to the FBO.
	 */
	private void initialiseFrameBuffer(int type) {
		createFrameBuffer();
		createTextureAttachment();
		if (type == DEPTH_RENDER_BUFFER) {
			createDepthBufferAttachment();
		} else if (type == DEPTH_TEXTURE) {
			createDepthTextureAttachment();
		}
		unbindFrameBuffer();
	}

	/**
	 * Creates a new frame buffer object and sets the buffer to which drawing will
	 * occur - colour attachment 0. This is the attachment where the colour buffer
	 * texture is.
	 * 
	 */
	private void createFrameBuffer() {
		frameBuffer = GL30.glGenFramebuffers();
		GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
		GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
	}

	/**
	 * Creates a texture and sets it as the colour buffer attachment for this FBO.
	 */
	private void createTextureAttachment() {
		colourTexture = GL11.glGenTextures();
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, colourTexture);
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB8, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
		GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, GL11.GL_TEXTURE_2D, colourTexture, 0);
	}

	/**
	 * Adds a depth buffer to the FBO in the form of a texture, which can later be
	 * sampled.
	 */
	private void createDepthTextureAttachment() {
		depthTexture = GL11.glGenTextures();
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, depthTexture);
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL14.GL_DEPTH_COMPONENT24, width, height, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (ByteBuffer) null);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
		GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL11.GL_TEXTURE_2D, depthTexture, 0);
	}

	/**
	 * Adds a depth buffer to the FBO in the form of a render buffer. This can't be
	 * used for sampling in the shaders.
	 */
	private void createDepthBufferAttachment() {
		depthBuffer = GL30.glGenRenderbuffers();
		GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
		GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, width, height);
		GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, depthBuffer);
	}

}

 

Edited by deerangle
Posted

Post your code.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • When I first heard about Bitcoin back in 2018, I was skeptical. The idea of a decentralized, digital currency seemed too good to be true. But I was intrigued as I learned more about the technology behind it and its potential. I started small, investing just a few hundred dollars, dipping my toes into the cryptocurrency waters. At first, it was exhilarating to watch the value of my investment grow exponentially. I felt like I was part of the future, an early adopter of this revolutionary new asset. But that euphoria was short-lived. One day, I logged into my digital wallet only to find it empty - my Bitcoin had vanished without a trace. It turned out that the online exchange I had trusted had been hacked, and my funds were stolen. I was devastated, both financially and emotionally. All the potential I had seen in Bitcoin was tainted by the harsh reality that with decentralization came a lack of regulation and oversight. My hard-earned money was gone, lost to the ether of the digital world. This experience taught me a painful lesson about the price of trust in the uncharted territory of cryptocurrency. While the technology holds incredible promise, the risks can be catastrophic if you don't approach it with extreme caution. My Bitcoin investment gamble had failed, and I was left to pick up the pieces, wiser but poorer for having placed my faith in the wrong hands. My sincere appreciation goes to MUYERN TRUST HACKER. You are my hero in recovering my lost funds. Send a direct m a i l ( muyerntrusted ( @ ) mail-me ( . )c o m ) or message on whats app : + 1 ( 4-4-0 ) ( 3 -3 -5 ) ( 0-2-0-5 )
    • You could try posting a log (if there is no log at all, it may be the launcher you are using, the FAQ may have info on how to enable the log) as described in the FAQ, however this will probably need to be reported to/remedied by the mod author.
    • So me and a couple of friends are playing with a shitpost mod pack and one of the mods in the pack is corail tombstone and for some reason there is a problem with it, where on death to fire the player will get kicked out of the server and the tombstone will not spawn basically deleting an entire inventory, it doesn't matter what type of fire it is, whether it's from vanilla fire/lava, or from modded fire like ice&fire/lycanites and it's common enough to where everyone on the server has experienced at least once or twice and it doesn't give any crash log. a solution to this would be much appreciated thank you!
    • It is 1.12.2 - I have no idea if there is a 1.12 pack
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.